Academic literature on the topic 'Metal Gear Solid 2 (Game)'

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Journal articles on the topic "Metal Gear Solid 2 (Game)"

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Purnomo, SF Luthfie Arguby, and Khristianto Khristianto. "Proposing a Gaming Language Analysis Procedure to Reveal Video Game Ideology through Ludic Linguistics." Register Journal 12, no. 2 (November 27, 2019): 235–61. http://dx.doi.org/10.18326/rgt.v12i2.235-261.

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This study proposes a procedural analysis on the implementation of ludic linguistics to analyze gaming language with wordplays, the core of focus in ludic linguistics, as the point of departure. To formulate the procedural analysis, theories of language play by Crystal ideology of influence and ludonarrative model by Aarseth, wordplay in gaming context by Paul, intended meaning level by Stiles, wordplay transmission by Winter-Froemel, game interface types by Stonehouse and indexical storytelling by Fernández-Vara were applied as the theoretical foundation. To provide a vivid application of the proposed procedural analysis, wordplays appearing on game assets from Konami’s Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, and Metal Gear Solid 3: Snake Eater were taken as examples of analysis. The five steps procedure is able to show how wordplays in gaming context are designed as mechanical cues to help gamers complete the games and as narrative cues to help them comprehend the story. Further, this proposed procedure is able to indicate that the mechanical and narrative cues have particular ideology of influence, which affects gamers in reacting and responding to particular problems presented by the games. The result of this study discloses future research on the roles of wordplays in gaming context, signifying the importance of ludic linguistics as a bridge between language studies and game studies. Keywords: Wordplay; Gaming Language; Ludic Linguistics; Game Dtudies; Metal Gear Solid
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Pettini, Silvia. "Auteurism and game localization — revisiting translational approaches." Culture & Society issue 4, no. 2 (December 31, 2015): 268–88. http://dx.doi.org/10.1075/ts.4.2.05pet.

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In the fertile ground between cinema and video games, Hideo Kojima’s Metal Gear Solid saga stands out for its auteur’s clear tendency to use film language and aesthetics and for his evident inspiration from pop culture and the American cinematic tradition. Moreover, the series is rich in quotations meant to pay tribute to cinema and communicate with movie-cultured players intertextually. With regard to the process of localization, auteurist references to film culture represent a constraint for translators rendering Kojima’s game into different languages for a Metal Gear Solid-educated audience. This paper presents a comparative analysis of some film quotations in their English into Italian and Spanish localizations of Kojima’s Metal Gear Solid series in order to demonstrate the importance of loyalty to the game experience as a whole within a translational-cultural approach to localization.
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Sf. Luthfie Arguby Purnomo, Dyah Nugrahani, Sf Lukfianka Sanjaya Purnama,, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (January 30, 2017): 107. http://dx.doi.org/10.18326/rgt.v9i2.696.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).
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Purnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.107-123.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis
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Purnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.1148.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis
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Nae, Andrei. "Shakespeare and the Accumulation of Cultural Prestige in Video Games." Acta Universitatis Sapientiae, Film and Media Studies 17, no. 1 (October 1, 2019): 115–28. http://dx.doi.org/10.2478/ausfm-2019-0018.

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Abstract The present article analyses the manner in which AAA action-adventure games adapt, quote, and reference Shakespeare’s plays in order to borrow the bard’s cultural capital and assert themselves as forms of art. My analysis focuses on three major releases: Metal Gear Solid 4: Guns of the Patriots, BioShock: Infinite, and God of War. The article shows that these games employ narrative content from Shakespeare’s plays in order to adopt traits traditionally associated with the established arts, such as narrative depth and complex characters. In addition to this, explicit intertextual links between the games’ respective storyworlds and the plays are offered as ludic rewards for the more involved players who thoroughly explore game space.1
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Lutfiyanto, Agung Hanifan, and Arkhan Subari. "RANCANG BANGUN PINTU WAHANA OTOMATIS MENGGUNAKAN SENSOR ULTRASONIK HC-SR04 SEBAGAI PENGUKUR TINGGI BADAN DAN SENSOR LOAD CELL DENGAN HX711 SEBAGAI PENGUKUR BERAT BADAN BERBASIS ARDUINO MEGA 2560." Gema Teknologi 19, no. 2 (April 30, 2017): 14. http://dx.doi.org/10.14710/gt.v19i2.21865.

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Agung Hanifan Lutfiyanto, Arkhan Subari, in this paper explain that at present, profit plyaground still uses manual measurement to select visitors who will enter the vehicle. Measuring just selecting one's height by putting aside weight can have a negative impact on the smoothness and safety of the playing area. Therefore, an automation is needed to measure body weight and height to be safer from game accidents and increase vehicle life to avoid damage. This design makes the device an automatic vehicle area entrance system using Arduino Mega 2560 for the main controller system supported by various sensors namely HC-SR04 ultrasonic sensor as a measure of prospective visitor height, 100 Kg Load Cell sensor as a measure of prospective visitor's weight and motor servo as the opening and closing door of the vehicle. When prospective visitors will enter the vehicle, prospective visitors stand on their height and weight gauges. Furthermore, Arduino compares with the standard height and weight previously set. If the weight and height are in accordance with the standard, the door will open automatically and visitors can enter the vehicle. For testing the prospective visitor's height as measured by the HC-SR04 ultrasonic sensor has an average error ratio of 1.01%, while testing prospective visitor's weight measured by sensor Load Cell has an average error ratio of 2.90% and is calculated quite accurate. Keywords: Automatic door, Arduino Mega 2560, HC-SR04 Ultrasonic sensor, Load Cell sensor, Servo MotorReferencesMuhammad Khoiruddin , Afif. 2015. Pengembangan Alat Ukur Tinggi Badan Dan Berat Badan Digital Yang Terintegrasi (Skripsi). Yogyakarta: Universitas Negeri Yogyakarta.Aditya Rahmat Abdillah dan Tartilla Alib Zamzami. 2013. Sistem Buka Dan Tutup Pintu Wahana Safari Otomatis Menggunakan Kamera Untuk Mencegah Binatang Keluar. Surabaya: Institut Teknologi Sepuluh Nopember.Santoso, Hari. 2015. Cara Kerja Sensor Ultrasonik, Rangkaian, & Aplikasinya. http://www.elangsakti.com/2015/05/sensor ultrasonik.html diakses pada Senin, 2 Mei 2017.Al-Mutlaq, Sarah. 2003. Getting Started with Load Cells. https://learn.sparkfun.com/tutorials/getting-started-with-load-cells diakses pada tanggal 6 Oktober 2017.Semiconductor, AVIA. 24-Bit Analog-to-Digital Converter (ADC) for Weigh Scales. Datasheet. China: AVIA.Elisa. 2017. Bab X Motor Servo 10.1 Pendahuluan. Yogyakarta: Universitas Gajah Mada.Anonim. FeeTech FS5109M - Metal Gear Servo. https://servodatabase.com/servo/feetech/fs5109m diakses pada tanggal 2 Mei 2017.Anonim. 2015. Mengenal Arduino Mega 2560. http://ecadio.com/belajar-dan mengenal-Arduino-mega diakses pada tanggal 2 Mei 2017.Ardianto, Dani. 2016. Membuat Project dengan Arduino dengan Arduino dan modul DFPlayer mini (Serial mp3 Player). http://www.belajArduino.com/2016/10/Arduinop.html diakses pada tanggal 2 Mei 2017.
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Kurniawan, Muhammad Hafiz. "What Can Genre Tell Us? Metal Gear Solid V: The Phantom Pain." KnE Social Sciences, February 19, 2020. http://dx.doi.org/10.18502/kss.v4i4.6481.

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Genre is known to be one of media to communicate between the game designer and game players. Genre could give powerful impact to the game players because it makes the game players familiar with the game with the similar genre to play. Through genre, the game designer and maker could use it to gain the players’ heart so that they can spread their ideas imbued in their games. Metal Gear Solid Game series which was firstly played in 1987 has been promoting the anti-nuclear possession since its release. This paper has a purpose to reveal what makes this last series of Metal Gear Solid game, MGSV: The Phantom Pain, can be accepted widely by game players by observing its genre and this paper also aims to discover how the game designers, through the game, promoted the anti-nuclear war, which becomes a hot issue again nowadays, by using multimodal genre analysis. Keywords: discourse analysis, genre analysis, MGA, Metal Gear Solid V: The Phantom Pain, Anti-nuclear war ideology
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Hammar, Emil Lundedal. "Manufacturing Consent in Video Games—The Hegemonic Memory Politics of Metal Gear Solid V: The Phantom Pain (2015)." Nordlit, no. 42 (November 11, 2019). http://dx.doi.org/10.7557/13.5016.

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In this article I argue that the structural conditions of global capitalism and postcolonialism encourage game developers to rearticulate hegemonic memory politics and suppress subaltern identities. This claim is corroborated via an application of Edward Herman and Noam Chomsky’s propaganda model to the Japanese-developed video game Metal Gear Solid V: The Phantom Pain. This case study highlights that the hegemonic articulations of colonial histories are not exclusive to Western entertainment products where instead modes of production matter in the ‘manufacturing of mnemonic hegemony’. I also propose that the propaganda model, while instructive, can be improved further by acknowledging a technological filter and the role of the subaltern. Thus, the article furthers the understanding of the relation between production and form in contemporary technological phenomena like video games and how this relation motivates hegemonic articulations of the past in contemporary mass culture.
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Dissertations / Theses on the topic "Metal Gear Solid 2 (Game)"

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BRANDÃO, Luis Rodrigo Gomes. "Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.

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Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-08-22T12:57:26Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5)
Made available in DSpace on 2016-08-22T12:57:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5) Previous issue date: 2016-01-29
Devido ao diferencial da interatividade, os jogos digitais possuem um singular potencial narrativo que permitem os jogadores construírem suas próprias narrativas mesmo em gêneros lúdicos com pouca ou nenhuma história explícita. Consolidada como uma linguagem própria dos jogos digitais, a narrativa emergente usufrui princípios multidisciplinares do game design para prover a multiformidade nos games, principalmente nos gêneros sandbox e mundo aberto. Apesar do frequente questionamento da validade da experiência do jogador como uma narrativa pela indústria do entretenimento interativo, a crítica especializada e a comunidade gamer, a narrativa emergente também contém diferentes tipos e efeitos de imersão narrativa, além de atender a todas as funções narrativas, porém colocando o jogador num papel ativo e de coautoria da história. A pesquisa exploratória realizada neste trabalho identificou doze elementos emergenciais provenientes da mecânica e do comportamento dos jogadores que fomentam a narrativa emergente nos jogos digitais, servindo de base para o estudo de caso do jogo Metal Gear Solid V: The Phantom Pain. Além de servir como modelo de análise para jogos de gêneros afins, esse doze elementos emergenciais também podem auxiliar na concepção de mecânicas de jogos digitais com elevada narrativa emergente.
Due to the differential of interactivity, digital games have a singular narrative potential that let players build their own narratives even in ludic genres with little or no explicit story. Consolidated as a language of digital games, the emergent narrative enjoys multidisciplinary principles of game design to provide the multiformity in games, especially in the sandbox and open world genres. Despite the frequent questioning of the validity of the player's experience as a narrative by the interactive entertainment industry, specialized press and the gaming community, the emergent narrative also contains different types and effects of narrative immersion, in addition to service all narrative functions, but putting the player in an active role and co-author of the story. Exploratory research performed in this work identified twelve emergency elements from mechanical and behavior of the players that promote emerging narrative in digital games, providing the basis for the case study of the game Metal Gear Solid V: The Phantom Pain. In addition to serving as an analytical model for game related genres, this twelve emergency elements can also assist in the conception of game mechanics with high emergent narrative.
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Bêty, Jean-Marc. "Metal Gear Solid V et Hideo Kojima : procédés de transmission et rhétorique auctoriale procédurale." Thèse, 2016. http://hdl.handle.net/1866/18695.

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Ce mémoire analysera les différents procédés de transmission à l'oeuvre dans Metal Gear Solid V: The Phantom Pain (2015) et Metal Gear Solid V: Ground Zeroes (2014) afin de saisir l'ensemble de la vision auctoriale du réalisateur de la série Metal Gear Solid, Hideo Kojima, ce qui nous permettra dans un second temps de comprendre la signification du réseau communicationnel rhizomatique qui précède et accompagne ces jeux vidéo. Ma recherche sera ainsi divisée en trois sections. La première section s'intéressera à la publicité entourant les deux volets de Metal Gear Solid V, laquelle sera étudiée en tant que signe social. La deuxième section présentera une analyse scénaristique dans laquelle il sera question des inspirations historiques et intermédiales qui contribuent à former l'univers narratif de notre corpus. La troisième section sera une analyse du modèle interactif de Metal Gear Solid V: Ground Zeroes et de Metal Gear Solid V: The Phantom Pain. Il y sera question de l'avantage parfois insoupçonné de l'encadrement de systèmes logiques vidéoludiques afin d'influencer le joueur à abandonner ou à adopter de nouvelles perspectives sociopolitiques. Ce mémoire démontrera comment Metal Gear Solid V utilise et unit un maximum de méthodes de transmission afin de convaincre son public de se laisser séduire par son message auctorial, ce qui servira finalement à prouver le potentiel rhétorique d'une union songée du paratexte et du contenu d’une œuvre vidéoludique.
This memoir will analyse the different processes of transmission used in Metal Gear Solid V: The Phantom Pain (2015) and Metal Gear Solid V: Ground Zeroes (2014) in order to grasp the whole auctorial vision of the Metal Gear Solid series director, Hideo Kojima, which will in turn allow us to understand the meaning of the rhizomatic communicational network that precedes or accompanies these video games. My research will be divided in three sections. The first section will focus on the publicity (and therefore social signs) that surrounds the two parts of Metal Gear Solid V. The second section will present a story analysis where historical and intermedial inspirations of both games will be discussed. The third section will analyse the interactive model of Metal Gear Solid V: Ground Zeroes and Metal Gear Solid V: The Phantom Pain. That chapter will focus on the often unsuspected advantages of the logical videoludic systems as means to influence the player to abandon or to adopt new sociopolitical perspectives. This memoir will decompose how Metal Gear Solid V uses and unites a maximum of transmission methods to persuade its public to give in to its auctorial message, which will hopefully demonstrate the rhetorical potential of a thoughtful union of paratext and content within videoludic works.
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Books on the topic "Metal Gear Solid 2 (Game)"

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Birlew, Dan. Metal Gear Solid 2: Substance : official strategy guide. Indianapolis, IN: BradyGames, 2003.

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Metal gear solid 2: Substance : official strategy guide. Indianapolis, IN: BradyGames, 2003.

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Metal gear solid 2: Sons of liberty : official strategy guide. Indianapolis, Ind: BradyGames Pub., 2002.

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Benson, Raymond. Metal gear solid 2.: Sons of liberty. New York: Ballantine Books/Del Rey, 2009.

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Benson, Raymond. Metal gear solid 2.: Sons of liberty. New York: Ballantine Books/Del Rey, 2009.

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Honeywell, Steve. Metal gear solid, VR missions: Prima's official strategy guide. Rocklin, Calif: Prima Games, 1999.

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Knight, David. Metal gear solid peace walker: Prima official essential guide. Roseville, CA: Prima Pub., 2010.

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Books, Lantern. Metal gear solid V, the phantom pain: The ultimate stealth guide. [Place of publication not identified]: Lantern Books, 2015.

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Inc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.

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Nintendo Strategies. Lincolnwood, IL: Publications International, Ltd., 1989.

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Book chapters on the topic "Metal Gear Solid 2 (Game)"

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Green, Amy M. "Metal Gear Solid V: The Phantom Pain’s Denial of Player Expectations: The War Game that Isn’t." In Posttraumatic Stress Disorder, Trauma, and History in Metal Gear Solid V, 15–26. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-62749-6_2.

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"“Turn the Game Console off Right Now!”:War, Subjectivity, and Control in Metal Gear Solid 2." In Joystick Soldiers, 268–87. Routledge, 2009. http://dx.doi.org/10.4324/9780203884461-29.

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Gomez, Jorge. "A Match Made in “Outer Heaven:”." In Gamification, 159–93. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch009.

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The stealth-action videogame Metal Gear Solid 4: Guns of the Patriots features the tired heroics of Solid Snake (also known as Old Snake), a retired, legendary soldier whose services are demanded one last time by a world in perpetual war. This epic game, containing almost ten hours of cutscenes alone, delineates the consequences not only of nuclear proliferation, but of mass (re)production in a digital age. In this fourth and final entry in the Solid Snake saga the two go hand-in-hand: a nuclear age exacerbated by advanced technology, advanced technology proliferated under the banner of a post-Cold War war economy. In this chapter, Kenneth Burke's rhetoric of rebirth and Slavoj Žižek's ideological criticism, along with several ludological frameworks, are adopted to show how various multiliteracies can be unearthed from this artifact of digital rhetoric. The chapter closes with implications for digital rhetoric studies.
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Conference papers on the topic "Metal Gear Solid 2 (Game)"

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Kojima, Hideo. "METAL GEAR SOLID 2 SONS OF LIBERTY." In ACM SIGGRAPH 2001 video review. New York, New York, USA: ACM Press, 2001. http://dx.doi.org/10.1145/945191.945229.

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